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deadwoods

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Everything posted by deadwoods

  1. BSC Newman Inc Coal Mine v2

    Version 2.1

    18,229 Downloads

    This is version 2 of the highly successful Newman Inc Coal Mine bycitynut and the BSC. The original lot was good, this one's better. Themajor changes are: - The lot now uses PEG's new streams and props, so the lot can join seamlessly with streams - The lot acts as a self sufficient power source. It generates enough power to supply a small town of a few thousand people - It has significantly more jobs. This lot has undergone significant testing and will successfully starta city and sustain it to over 2,500 people. Note that the lot will notgenerate water. You will need to use another water source (such as the BSC Forest Water Tower). Please see the readme file for all details of the changes, detailed installation instructions, lot specs and some notes on how to use thelot to start a city. Dependencies The pre-req files required by this lot are in the following table: File Link to file (if not in zip) BSC MEGA Props NewmanInc Vol04 v2 BSC MEGA Props DEDWD v3 CSX MEGA Props Vol 06 v3 BSC Textures Vol01 SC4D LEX Legacy - BSC Common Dependencies Pack v6 (and above) bldgprop_vol1.dat Maxis Building As Props and DLC Props v2 PEG_MTP_SUPER_RESOURCE_PACK.dat and PEG-SUPER_TEXTURES.dat PEG MTP SUPER PACK v1.5 PEG_Stream-Kit_Style1_206.dat and PEG_WaterPlants_PROP_205.dat PEG Stream Kit Deluxe Edition Thanks to Pegasus who kindly has given us permission to use his props. Installation Instructions Copy/extract the BSC parent folder into your Plugins. If you extracted the _Documents folder into you plugins too, it's highly recommended to keep it, but move it out of the Plugins folder. Assuming you didn't change the install location the files will be in: The .SC4Lot, .SC4Model and .SC4Desc and .dat files will be in My Documents\SimCity 4\Plugins\BSC\Newman Inc\Newman Inc Coal Mine v2/ BSC_NewmanIncCoalMine_2.1.dat The readme (this file) and lot pictures will be in _Documents/BSC_Readmes/Newman Inc Note that if you have already installed the older version of this lot, you must go through your Plugins folders and remove the following files. Make sure you remove/bulldoze all the Coal Mines from any cities where you might have used, before you remove these files: - BSC_NewmanIncCoalMine_1_ae549783.SC4Lot - BSC_NewmanIncCoalMine_2_4ebf9d2f.SC4Lot - BSC_NICM_Textures.dat - BSC_NICM_Props.dat as these files have changed with the new release. Make sure you remove the Coal Mine from any cities before you do this, or the city might not load. If you have downloaded the original version of this lot ("Newman Inc Coal Mine") you will need to remove some files (the original lot file, and the props & texturesfiles). See the readme for details.
  2. Version 1.0

    4,442 Downloads

    The old brickworks was almost completely destroyed in the great fire of '23. Only a few of the kiln chimney stacks and the old maintenance building remain. The site was left unattended for many years before the council acquired the land. They cleaned up the site and opened it up as an open-air market. Beside the brickworks site is the old manor house dating from well before the brickworks were here. It became the residence of the brickworks management. Due to it's historical significance for the area, it was classified by the National Trust (one of the few remaining buildings in the style known as "old Goober"). This building now houses a fine restaraunt where one can spend any pennies they have left after a hectic afternoon at the market. This is a reward lot. The reward requirements are: R$$ + R$$$ population: 5,000 Mayoral Rating: 45 Number of deadwoods' buildings: 10 The lot is part of the BSC Park series. It uses the variable BSC park base texture and will line up with the other BSC parks. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. Lot Specs Lot size: 6 x 6 tiles Plop cost: § 12900 Bulldoze cost: § 100 Occupant Groups: Building: Reward,Building: Park,BTE : Parks,BTE : DW Lot Counter Park effect: 75 over 75 tiles Landmark effect: 50 over 50 tiles Power consumption: 3 MWh/month Water consumption: 10 Gallons/month Air pollution: -3 over 10 tiles Water pollution: 0 over 0 tiles Garbage pollution: 0 over 0 tiles Demand satisfied: R-$ : 750,R-$$ : 450,R-$$$ : 300 Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files for all BSC lots: Base / Overlay textures: BSC Texture MEGA Pack, and Essentials : BSC Essentials Files These can be downloaded from the STEX. If you have been regularly downloading the BSC Mega Prop packs you should have them already. Dependency Comments BSC BAT Props MEGA Pack SG Vol 01 Required BSC MEGA Props - DAE Vol01.dat
  3. DEDWD Ministry of Garbage

    Version 1.0

    8,683 Downloads

    Ever had one of those days when you just can't figure out your garbage problems? Me too. So I've created the Ministry of Garbage. The lot is based off marcszar's brilliant McCormick and Co Spice building. I've been looking around for a nice unique building that would stand out from the higher zoom levels. The key value-add with this lot is the custom query. It shows many of the SimCity internal garbage numbers, such as the effectiveness of recycling plants, how much garbage is converted to energy and how much garbage your city is producing. Plop the lot and check the query. Then make some changes (such as plopping a recycling plant), run the city and then use the query to check to see what sort of effect the change has made. Lot Specs Lot size: 4 x 4 tiles Plop cost: § 150 Bulldoze cost: § 10 Occupant Groups: Building: Utility,Building: Landfill,Building: Recycle,BTE : DW Lot Counter,BTE : Utility - Garbage Power consumption: 16 MWh/month Water consumption: 2 Gallons/month Air pollution: 1 over 1 tiles Water pollution: 1 over 2 tiles Garbage pollution: 1 over 0 tiles Demand created: Jobs $ : 28,Jobs $$ : 378,Jobs $$$ : 5,R-$ : 28,R-$$ : 378,R-$$$ : 5 Capacity satisfied: CS $ commerce : 410,CS $$ commerce: 410 Landmark effect: over tiles Park effect: over tiles Mayoral rating effect: over tiles Monthly costs: § 5 (maint) Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files for all BSC lots: Base / Overlay textures: BSC Texture MEGA Pack, and Essentials : BSC Essentials Files These can be downloaded from the STEX. If you have been regularly downloading the BSC Mega Prop packs you should have them already. You will also need MSZ McCormick and Company BSC (v1.0). -Cori Edit: Fixed broken linky for MSZ McCormick and Company BSC (v1.0).
  4. BSC Parks Ripptides Parks

    Version 1.0

    9,123 Downloads

    As part of updating the BSC Parks (originally built by SimGoober) I've been going through a number of my favourite parks and making them BSC Park-compliant. This means using the standard Park base texture so the parks can be connected to the park trails to create larger unique parks. I've taken three of Ripptide's parks, the Fuente Minerva park, the Greek Bath park and the Avalon park, and applied the BSC Parks treatment to them. This means they can be connected to the park trails and use the same base texture. They are copies of the original parks with the same settings and key features, just with the paths changed. You will still need to have downloaded the original files as they will contain the models and other things (such as custom UI's).. I have not included all the information from the original readme files, so you should check all dependencies. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files for all BSC lots: Base / Overlay textures: BSC Texture MEGA Pack, and Essentials : BSC Essentials Files These can be downloaded from the STEX. If you have been regularly downloading the BSC Mega Prop packs you should have them already. You will also need the original lots that these have been copied from (for the models, UI's etc.): CdS Parks for Fuente Minerva. BSC Greek Bath Park. BSC Avalon Park. Finally you will need the following prop packs for the lots. Note that the original lots may have different prop dependencies, so you need to check the original readme's if you plan to use the original lots. Dependency Comments BSC MEGA Props SG Vol 01 Required by Fuente Minerva and Avalon park lots. BSC MEGA Props RT Vol 01 Required by all three lots. Spean Bridge Commando Memorial Required by the Fuente Minerva park lot. BSC Parks V2 Base Set Required by all three lots. BSC Parks V2 Texture Set Optional - only needed if you want to use a different base texture. Thanks to Ripptide for the magnificent parks and models, and to the BSC team for assistance with these lots. Staff Edit 02/16/2020: Fixed broken links, updated deprecated dependency. -CF
  5. DEDWD Oil Fields

    Version 1.0

    8,808 Downloads

    This pack contains a set of various Oil Field lots. They feature RippTide's "nodding donkey" Oil Derrick props. The following lots are contained in this pack: A 6x6 Growable lot An 8x8 Plopable lot A 5x5 Plopable lot A 3x3 Plopable lot Four 2x2 Plopable lots A 1x2 Plopable filler lot (same base texture as other lots) A 1x1 Plopable filler lot (same base texture as other lots) All lots (except the two filler ones) have jobs and are great for starting a small community as an alternative to farming. The lots are fairly expensive but provide income to the city. The lots feature a custom UI query and sound. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files for all BSC lots: Base / Overlay textures: BSC Texture MEGA Pack, and Essentials : BSC Essentials Files These can be downloaded from the STEX. If you have been regularly downloading the BSC Mega Prop packs you should have them already. Individual Packs Found in this Mega Pack... None BSC MEGA Props SG Vol 01 None BSC Mega Props DAE Vol01 None BSC Mega Props JES Vol01 None BSC MEGA Props RT Vol 01 None BSC MEGA Props GascookerVol01 BSCBATProps RT Minecorp Vol 01 None BSC DAE Dirt Track Texture Pack None DEDWD Aussie Windmill None BSC Park Base Set None Thanks to RippTide for the brilliant props and the BSC for advice, criticism and testing.
  6. BSC DAE Forest Track Lots

    Version 1.05

    19,405 Downloads

    This pack contains a twenty five dirt track (or trail) lots to enable you to build realistic looking forests/state parks in your cities. The lots are designed to complement PEG's Random Woods, Seasonal Woods and Pine Forest lots. The lots use the same base textures as PEG's and as they have no trees on them, will work with any of PEG's lots. Each of the twelve lots uses a different track; some straight, some corners,some ends, some intersections and one rail/track crossing. To help placement, these lots feature temporary props that are used to help align the lots. When you are plopping them, you will see some markers on the lots that look like yellow dotted lines. Before clicking to plop the lot, you can rotate using the alignment markers as guides. The dotted lines will only appear in the game on 1/1/0 (thanks to Simgoober for this idea). Most are 1x1 lots (1x2 straight, 1x4 straight,1x2 offset straight, 1x4 offset straight added). The lots have the sames pecifications as PEG's Pine Forest lots (cost, pollution benefit). The lots are not transit enabled (so you can't UDI up into the woods,sorry). There are some special lots coming that will work with these track lots. Pleasesee the readme for all details of the lots (including pictures of each one). You will need to download some additional files to use these lots. These are listed in the readme with hotlinks to the download sites. Thanks to the BSC and especially PEG for the lots these were based off. Directions: Auto-Install:This is the simplest method to install these files. It will automatically put all files in the right place, for optimum performance. Simply open the Zip file, and double click the install file. Follow the onscreen instructions. Manual Install: If you wish to install these files manually, copy the folder for this lot to your plugin folder. Cori Edit: Dependencies:
  7. Version 1.0

    7,535 Downloads

    This is the City Walls set of lots in the BSC Raised Park series. This set of lots are an extension of the BSC Raised Park series. This set was requested by rp2005 and some other folks at SimTropolis. There are eleven lots in this set; four transit enabled lots with wall gatehouses (Street, Road, One-way and Avenue), four wall pieces (a wall, a wall corner, a wall with stairs and a gatehouse) and three plazas that use the same base texture to match the other lots. The lots (see technical details) are modded to act as a combination of Flower Gardens and Plaza's, with the emphasis being on Landmark Effect (to boost commercial demand/growth). The lots will reduce some air pollution, but do use and pollute water. Also in this set (currently) are a Base Set, Bridge Set, a Carpark set, an Amphitheatre Set, a Plaza set and some related transit lots. They are all designed to interconnect. Technically you do not need the other Raised Park sets to use this one, but the options with this set alone are fairly limited. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. Thanks to rp2005 for suggesting this and the BSC for help in development and testing.
  8. Version 1.0

    13,955 Downloads

    This lot is an update of the previous DEDWD Indoor Sports Centrelot. I had a few requests to make the lot behave like a hospital (i.e.increase the health of the local Sims) and fix transit bottlenecks itcaused. In re-modding the lot I have made the following changes: Lotnow behaves in the game like a medium hospital. So it provides healthboosts and the number of instructors (doctors) can be adjusted byslider for the number of members (patients). You can modify the radiusof effect by adjusting the advertising (ambulance funding) slider. Youcan cater for up to 12,715 people (at 1800/month). Thenetwork enabling has been removed, so no traffic lights will appearbeside lot and cause traffic problems (note that it still has thetransit enabling, so sims can park cars and get off buses). New custom menu icon and description (note the lot is now in the Health menu) New custom query sound and UI (there is some very useful info in the query) Pre-reqs and Installation This lot requires the following file: DEDWD_Props_Vol01 (in MEGA Prop Pack) . The lot uses an installer. Simply donwload and open the zip, double-click the .exe file and follow the prompts. Ifyou already have the older version of this lot(DEDWD_IndoorSportsCentre6x7_ed6f6a9a.SC4Lot) on your system, you canleave it there. Both files can co-exist without problems. Technical Details This building is modeled on a hospital, so it has the same types of effects as a large hospital. It will provide a health boost for a radius of1024m (a bit more than a normal hospital) and can support health benefits for 12715 members (patients). Like the hospital you can adjust your budget to the number of instructors (doctors) and thus the capacity of the facility. You can also adjust the amount of advertising(ambulance coverage) to change the radius of effect. This makes it really useful as a starter clinic/hospital in a new city. Lot is 6x7 and appears in the health menu. Other technical details can be found in the readme. Cori Edit: Updated dependency linky. Thanks @Garlicked.
  9. DEDWD Small Country School

    Version 1.02

    5,260 Downloads

    This is a small country school for the rural areas or for the early days of your city development. It features a small brick schoolhouse, similar to many small Australian country schools on a 3x3 lot. It has similar specs to the small Elementary school except for two key differences; 1) it has roughly 3.5x the coverage and 2) it supports both elementary (primary, K-6) and high (secondary, 7-12). Because of this the costs are slightly higher. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. See the readme file for full technical details and dependencies. Thanks to the BSC for assistance during development and testing.
  10. Level: Intermediate Please PM STomnibus if you have any questions about this article. This tutorial walks through my approach to creating custom lot icons that show up in the game menus. The tutorial assumes the following knowledge: A basic understanding of graphics formats, such as PNG Familiarity with Adobe Photoshop (a recent version, such as 8.0CS) Familiarity with loading icons using one of; DarkMatter's EasyGen, iLive's Reader, or iLives LEProp If using the Reader, you will need to understand TGI's and IID's. This tutorial walks through how I've been creating custom icons. There are some slicker mechanisms created by Andreas_Roth and GasCooker, but I'll leave it to them to upload these. Attached to this tutorial is the Photoshop template I use. Background This tutorial arose out of my frustration with the existing custom icon creation mechanisms. Currently there is: The icon files generated by LE. Yep, say no more. The sample template supplied in the "Help with Icons" download by Metabomb. It creates close to what the game supplies, but the corners are angled rather than rounded. DarkMatters EasyTweaker - but this doesn't create icons using the full 44x44 image you supply, it takes roughly the top/left 75% of the image (he was working on fixing this at the time of writing). iLives LEProp - but it doesn't create the four icon "strip", just loads what you give it. Now I like to create stuff for the game that is in sympathy with how the game does it. With menu icons this means rounded corners, transparency and the right thickness borders (yes I know it's pretty anal). So I started to play with a new copy of Photoshop and then Adobe ImageReady. Why ImageReady? It has a Rounded Rectangular Marquee tool that I thought the vanilla Photoshop didn't. I later found a way to do rounded corners with the Photoshop Marquee tool. So the rest of this tutorial uses Photoshop. Before we Start Before we start you will need the following: Adobe Photoshop (preferably a recent version, this tutorial may not work on older versions) An image you will use for your icon (the icon portion will be 44x44 pixels) The icon strip template (see icon_base.zip). Be aware that the "highlighted" icon (the one on the right of the four) has a 3px solid white border that curves around the icon. So you need to be careful of anything within 4 pixels of the edge and 7-8 pixels in from the corner. Don't expect something on the edge of your 44x44 pixel image to show up properly. FYI, the icon strip template was built in ImageReady (you could do it in Photoshop). It has the four 44x44 icons as per the standard game ones; The "locked reward" greyscale icon. It has a 1px rounded border, black with 40% opacity, created with a Style of "1pt Black Stroke No Fill". The "normal" icon. It has a 1px rounded border, black with 40% opacity, created with a Style of "1pt Black Stroke No Fill". The "currently selected" (last one used) icon. It has a 1px rounded border, black with 80% opacity, created with a Style of "1pt Black Stroke No Fill", and a 3px rounded border, white with 40% opacity, created with a Style of "3pt White Stroke No Fill". The "highlighted" (mouse currently over) icon. It has a 3px rounded border, white with 100% opacity, created with a Style of "3pt White Stroke No Fill". This is about as close as I could get it to the ingame ones. Steps to Create the Icon To create a custom icon in Photoshop using the template: Open the icon_base.psd file and expand the view to 400% (Ctrl+=). This will make it easier to work with later on. Open the image you want to use for your icon. I find it easier to first crop it to 46x46 pixels but you don't need to. Select the Rectangular Marquee Tool and set it to Fixed size of 44 x 44. Select the area you want for your icon with the tool. Choose Select -> Modify -> Smooth and set the Sample Radius to 5 pixels. Your selection should have rounded corners like in the following picture. Copy the selection (Ctrl+C) and paste it (Ctrl+V) onto the icon_base.psd file. Move the new layer (what you've just pasted) to the very left, so that the image is touching the left border (it should line up with the left most grey border). Next we convert this layer to greyscale. There are a few ways to do this. The way I've done is to select Image -> Adjustments -> Hue/Saturation and set Saturation to -100 and Hue to +30 (makes it a bit lighter). Close the dialog. Paste the image again (Ctrl+V) and move it left to line up with the second border (it should touch the greyscale one you were just working on). Paste the image again (Ctrl+V) and move it to the right to line up with the third border. Paste the image again (Ctrl+V) and move it to the right to line up with the fourth border. It should be hard against the right of the base image, i.e. you should now have for copies of the image (one greyscale) touching each other with no gaps. It's highly likely that the new images are on top of the borders. To fix this you will need to go to the Layers box/tab and move the new layers down so that the borders show. You might want to save this file as a Photoshop File (.psd) but it's not necessary. Do a "Save As" to save it to a .PNG file. You must save is as not Interlaced (i.e. on PNG Options dialog, select None). You should now have an "icon strip" (a 176x44 image) ready for loading into your custom lot. Importing the Icon into your Custom Lot There are a number of tools you can use to do this, such as DarkMatter's EasyTweaker (in DatGen), iLive's Reader and iLive's LEProp. EasyTweaker and LEProp are very straightforward, with a button to import the custom png file and replace the LotEditor-generated icon. Using the reader you will need to import the custom icon file and either Set the TGI values of your custom icon to the TGI values of the LotEditor-generated one, and remove the LotEditor-generated one, or Give the custom icon a new/unique IID and change the "Item Icon" exemplar to point to the new IID. You should also remove the old icon png file from your lot file. That's all that's needed. You should now see your custom icon in the game menu. One thing to be careful of with custom icons. If you modify your custom lot using the Lot Editor, it will overwrite the custom png file (if you've used the same IID). This means you will have to reload the custom icon if you use the Lot Editor on the lot. That's pretty much it. If you have any questions, PM deadwoods or email at st_deadwoods@optusnet.com.au.
  11. DEDWD Highway Walls

    Version 1.01

    44,541 Downloads

    This download contains a set of highway noise barrier walls. Whilst being of a simple and cheap concrete and steel design, they have a more pleasing curved pattern look as seems to be the trend in a lot of road construction these days. They are modded to provide a very healthy Park and Landmark effect, so the sims living and working near them will appreciate it. They also have a significant pollution reduction factor, so even though they can't reduce the sim traffic noise, they can remove the pollution affects assoicated with them. Plop a few of these beside a highway, avenue or road and see the positive effect they have on the surrounding buildings. There are ten lots in the set; some straight, some with corners, some diagonal and some overhanging the lot to cover those blank tiles beside the on/off ramps that you can never use. The lots all have the base texture removed, so the ground texture underneath will show through. This is good as the highways don't have a texture under them, so the lots match. But the lots sometime suffer from the "missing base" bug where the base appears blue/black. I'm working on a Menu Management Lot (MML) mod for these, so they don't clutter up the Misc Transport menu when you don't need them. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. Lot Specs Lot size: 1 x 1 tiles 1 x 2 tiles 1 x 4 tiles Plop cost: § 80 § 120 § 160 Bulldoze cost: § 5 § 8 § 10 Occupant Groups: Building: Transportation,Building: MiscTransit,BTE : DW Lot Counter Power consumption: 0 MWh/month Water consumption: 5 Gallons/month Air pollution: -256 over 3 tiles -256 over 4 tiles -256 over 5 tiles Water pollution: 0 over 1 tiles Garbage pollution: 0 over 0 tiles Demand created: None Demand satisfied: R-$ : 250,R-$$ : 250,R-$$$ : 250 Landmark effect: 20 over 10 tiles Park effect: 30 over 15 tiles Monthly costs: § 1 (maint) § 3 (maint) § 5 (maint) Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files; BSC Mega Textures Vol.01 BSC Essentials
  12. Version 1.0

    9,820 Downloads

    This is a simple single tile subway station designed to work with the BSC Raised Park series. This package contains a single lot; the subway station. It has basically the same stats as a normal subway station. It is designed to align with some of the BSC Raised Park lots. The readme file contains all the technical details of the lot and deployment advice. There is also a Raised Park thread in the BSC Teamroom forum. Also in this set (currently) are a Base Set, a Bridge Set, a Carpark set, an Amphitheatre Set, a Plaza set and some related transit lots. They are all designed to interconnect. This lot is designed to work with the other lots in the series. It is not mandatory to have the other lots for this to work, but the lot on its own will look out of place. I'd recommend having both the Raised Park Base Set and Bridge Set (both on the STEX). This lot is BSC Tracking Enabled (BTE) which means it may contribute to Reward Chains. Thanks to the entire BSC team for help in producing this series.
  13. Version 1.0

    21,069 Downloads

    This lot is a bus to elevated rail transfer station that is designed to work with the BSC Raised Park series. This station is a fully operational bus and elrail transfer station. It operates as a standalone bus station, and elrail station, but you can also get sims transferring from elrail to bus. Try plopping this in a commercial area with no road connections; sims will get off the train and catch the bus if its too far to walk. It's modded like a standard el-rail station and a standard bus station (see Readme). The roof design is a combination of the flowing curved roofs found on many modern stations (such as the one on the Singapore MRT at the Changi Business Park) and some of the interesting uses being made of corrugated steel in some areas of Australia at the moment. The building is designed to link up with the bridges and bridge-end/corner pieces in the BSC Raised Park series, although the station can be used standalone. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains.
  14. BSC DEDWD ElRail Shops

    Version v103

    12,930 Downloads

    DEDWD Elevated Rail Shops by deadwoods Want public transport in your congested cities, but hate giving up valuable realestate to monorail or elevated rail. This set of lots combine elevated rail with commercial services (CS$) providing jobs for your sims in a series of brick arch style shops and workshops. Each is network enabled, so just plop and run the rail over it. The lots feature prop a prop family for the shopfronts, so a different combination will appear each time one of them is plopped. This package contains four plopable lots; one 3 tiles wide (in the direction of the rail), one four tiles wide, one five tiles wide and one six tiles wide. All the lots are one tile deep, so you could have parallel rail lines running. Because the lots are network enabled they cannot be joined end-to-end; there must be a one tile gap (perhaps for a road). They are also very gradient sensitive. If you want to join a string of them together you should level the area first. These lots are not the same as simrolle's sbahhoff lots. His are are plopped on either side of a rail line (or elevated road) with the rail running down the middle. These are single lots that include the relevant rail. His are three tiles deep whereas these are one tile deep. His have special lots to include roads/avenues. These do not. These lots are BSC BTE enabled. This means they will contribute to reward chains. Having enough of these in your city may entitle you to specific rewards. This is Version 3 (v103). All the lots have been updated with SC4PIM-X (x-tool), some underlying issues have been fixed and the contents have got the "Project ZIP" threatment. The IDs remained the same in this pack. This v103 version (released as an update on STEX) will be equivalent with the version that is/will be released on SC4Evermore as part of the SC4D LEX Legacy compilations. In all cases players who has previous versions installed of these lots are required to bulldoze these lots in their cities and remove them from their plugins folder before installing this update. For removing old versions you need to run the included cleanitol scrip with the nos.17's SC4 Cleanitol or with the BSC Cleanitol TM tool. Lot Specs STAGE: N/A LOT_SIZE: 3 x 1, 4 x 1, 5 x 1, 6 x 1 TYPE: Services POLLUTION_EFFECT: Air = 2 (3x), 4 (4x), 6 (5x), 7 (6x) Water = 1 (3x), 2 (4x), 3 (5x), 3 (6x) Garbage = 8 (3x), 13 (4x), 18 (5x), 22 (6x) Radiation = 0 POLLUTION_RADII: Air = 5, Water = 5, Garbage = 0, Radiation = 0 OCCUPANT_GROUPS: 0x1003 Building: Transportation 0x1303 Building: El Train 0x130A Building: MiscTransit 0x13110 Building: CS$ 0xB5C00A08 0xB5C00A08 0xB5C00200 0xB5C00200 0xB5C00202 0xB5C00202 POWER_CONSUMED: 6 (3x), 9 (4x), 13 (5x), 15 (6x) WATER_CONSUMED: 61 (3x), 90 (4x), 127 (5x), 150 (6x) BULLDOZE_COST: 192 PLOP_COST: 90 (3x), 120 (4x), 200 (5x), 300 (6x) WORTH: 192 CAPACITY_SATISFIED (JOBS): CS$ commerce 116 (3x), 156 (4x), 177 (5x), 259 (6x) DEMAND_SATISFIED: Amenities $ 116 (3x), 156 (4x), 177 (5x), 259 (6x) INCOME: 0 COST: 10 (3x), 12 (4x), 15 (5x), 20 (6x) Installation Pre-reqs This lot needs the following pre-reqs. If they are not contained in the package, there's a hyperlink to them on the STEX. File Link to file (if not in zip) Custom Query BSC Essesntials 2024a (SC4D LEX Legacy - BSC Common Dependencies) you might need the following file: DEDWD_Commercial_commonfiles DEDWD_UnderRailShops_commonfiles.dat BSC MEGA Props - DAE Vol01 v3 (SC4D LEX Legacy - BSC Common Dependencies) Alternatively from STEX DEDWD_UnderRailShops_cs1_props.dat DEDWD_UnderRailShops_buildings.dat Install/Un-install Copy/Extract the Deadwoods parent folder into your plugins. If you extracted the ~Documents folder into you plugins too, it's highly recommended to keep it, but move it out of the Plugins folder. To Un-Install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. - Tyberius06 Edit: complete update of the package, see details in change log - 21.07.2024
  15. Version v103

    4,068 Downloads

    DEDWD Small Shops Flat Roof Pack by deadwoods This package contains a set of small shops on 1x1 and 1x2 lots. After the first set of Small Shops, I had a request for a flat roofed set (as is more common in the US). So here they are. There are five buildings in this set; two single storey and three double storey one. The shopfronts are provided by the shop front props in the DEDWD_SmallShops_Props pack BSC MEGA Props DEDWD/DAE Vol02. With the combination of building models and storefront props there are hundreds of possible combinations providing a bit of variety to your cities. You can use these lots in conjunction with the other sets of Small Shops (the 1x1 and 1x2 sets). There are also CS$ and CS$$ varieties of each. So there are eight lots in all (these are the same lots as the other sets** I've just added some more buildings to the same building families). These lots are BSC BTE enabled. This means they will contribute to reward chains. Having enough of these in your city may entitle you to specific rewards. This is Version 3 (v103). All the lots have been updated with SC4PIM-X (x-tool), some underlying issues have been fixed and the contents have got the "Project ZIP" threatment. **The Instance IDs for the lots have been changed in this set, because they shared the same IDs as the other two DEDWD Small Shops Sets. This update therefore brings 8 unique lot files that can be used with or without the other two sets. This v103 version (released as an update on STEX) will be equivalent with the version that is/will be released on SC4Evermore as part of the SC4D LEX Legacy compilations. In all cases players who has previous versions installed of these lots are required to bulldoze these lots in their cities and remove them from their plugins folder before installing this update. For removing old versions you need to run the included cleanitol scrip with the nos.17's SC4 Cleanitol or with the BSC Cleanitol TM tool. Lot Specs 1x1 Lots Setting CS1 CS1 CS2 CS2 Single Double Single Double STAGE: 2 3 2 2 LOT_SIZE: 1x1 1x1 1x1 1x1 TYPE: Services " " " POLLUTION_EFFECT: 1,1,4,0 1,1,4,0 1,1,4,0 1,1,4,0 POLLUTION_RADII: 5,5,0,0, 5,5,0,0, 5,5,0,0, 5,5,0,0, OCCUPANT_GROUPS: Building: Commercial Building: CS$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 POWER_CONSUMED: 1 1 1 1 WATER_CONSUMED: 7 10 10 13 BULLDOZE_COST: 120 170 122 174 WORTH: 120 170 122 174 CAPACITY_SATISFIED (JOBS): CS$: 26 CS$: 40 CS$: 26 CS$$: 9 CS$: 40 CS$$: 12 VALUE: 199 306 223 343 1x2 Lots Setting CS1 CS1 CS2 CS2 Single Double Single Double STAGE: 2 3 2 2 LOT_SIZE: 1x2 1x2 1x2 1x2 TYPE: Services " " " POLLUTION_EFFECT: 1,1,4,0 1,1,4,0 1,1,4,0 1,1,4,0 POLLUTION_RADII: 5,5,0,0, 5,5,0,0, 5,6,0,0, 5,6,0,0, OCCUPANT_GROUPS: Building: Commercial Building: CS$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 Building: Commercial Building: CS$$ Style: Chicago Style: New York Style: Houston Style: Euro 0xB5C00200 0xB5C00204 0xB5C00A08 POWER_CONSUMED: 1 2 1 2 WATER_CONSUMED: 10 13 14 17 BULLDOZE_COST: 122 170 125 174 WORTH: 122 170 125 174 CAPACITY_SATISFIED (JOBS): CS$: 42 CS$: 58 CS$: 42 CS$$: 13 CS$: 58 CS$$: 17 VALUE: 321 444 360 497 Installation Pre-reqs This lot needs the following pre-reqs. If they are not contained in the package, there's a hyperlink to them on the STEX. File Link to file (if not in zip) Custom Query BSC Essesntials 2024a (SC4D LEX Legacy - BSC Common Dependencies) you might need the following file: DEDWD_Commercial_commonfiles DEDWD_SmallShop1_buildings.dat BSC MEGA Props - DAE Vol02 (SC4D LEX Legacy - BSC Common Dependencies) Alternatively from STEX DEDWD_SmallShop2_buildings.dat DEDWD_SmallShop1_props.dat DEDWD_SmallShop2_props.dat DEDWD_SmallShops_commonfiles.dat Install/Un-install Copy/Extract the Deadwoods parent folder into your plugins. If you extracted the ~Documents folder into you plugins too, it's highly recommended to keep it, but move it out of the Plugins folder. To Un-Install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards.
  16. BSC DEDWD Monorail Shops

    Version v103

    9,077 Downloads

    DEDWD Monorail Shops by deadwoods Want public transport in your congested cities, but hate giving up valuable realestate to monorail or elevated rail. This set of lots combine monorail with commercial services (CS$) providing jobs for your sims in a series of brick arch style shops and workshops. Each is network enabled, so just plop and run the rail over it. The lots feature prop a prop family for the shopfronts, so a different combination will appear each time one of them is plopped. This package contains four plopable lots; one 3 tiles wide (in the direction of the rail), one four tiles wide, one five tiles wide and one six tiles wide. All the lots are one tile deep, so you could have parallel rail lines running. Because the lots are network enabled they cannot be joined end-to-end; there must be a one tile gap (perhaps for a road). They are also very gradient sensitive. If you want to join a string of them together you should level the area first. These lots are not the same as simrolle's sbahhoff lots. His are plopped on either side of a rail line (or elevated road) with the rail running down the middle. These are single lots that include the relevant rail. His are three tiles deep whereas these are one tile deep. His have special lots to include roads/avenues. These do not. These lots are BSC BTE enabled. This means they will contribute to reward chains. Having enough of these in your city may entitle you to specific rewards. This is Version 3 (v103). All the lots have been updated with SC4PIM-X (x-tool), some underlying issues have been fixed and the contents have got the "Project ZIP" threatment. The IDs remained the same in this pack. This v103 version (released as an update on STEX) will be equivalent with the version that is/will be released on SC4Evermore as part of the SC4D LEX Legacy compilations. In all cases players who has previous versions installed of these lots are required to bulldoze these lots in their cities and remove them from their plugins folder before installing this update. For removing old versions you need to run the included cleanitol scrip with the nos.17's SC4 Cleanitol or with the BSC Cleanitol TM tool. Lot Specs STAGE: N/A LOT_SIZE: 3 x 1, 4 x 1, 5 x 1, 6 x 1 TYPE: Services POLLUTION_EFFECT: Air = 2 (3x), 4 (4x), 6 (5x), 7 (6x) Water = 1 (3x), 2 (4x), 3 (5x), 3 (6x) Garbage = 8 (3x), 13 (4x), 18 (5x), 22 (6x) Radiation = 0 POLLUTION_RADII: Air = 5, Water = 5, Garbage = 0, Radiation = 0 OCCUPANT_GROUPS: 0x1003 Building: Transportation 0x1300 Building: Rail 0x1307 Building: MonoRail 0x13110 Building: CS$ 0xB5C00A08 0xB5C00A08 0xB5C00200 0xB5C00200 0xB5C00202 0xB5C00202 POWER_CONSUMED: 6 (3x), 9 (4x), 13 (5x), 15 (6x) WATER_CONSUMED: 61 (3x), 90 (4x), 127 (5x), 150 (6x) BULLDOZE_COST: 192 PLOP_COST: 90 (3x), 120 (4x), 200 (5x), 300 (6x) WORTH: 192 CAPACITY_SATISFIED (JOBS): CS$ commerce 116 (3x), 156 (4x), 177 (5x), 259 (6x) DEMAND_SATISFIED: Amenities $ 116 (3x), 156 (4x), 177 (5x), 259 (6x) INCOME: 0 COST: 10 (3x), 12 (4x), 15 (5x), 20 (6x) Installation Pre-reqs This lot needs the following pre-reqs. If they are not contained in the package, there's a hyperlink to them on the STEX. File Link to file (if not in zip) Custom Query BSC Essesntials 2024a (SC4D LEX Legacy - BSC Common Dependencies) you might need the following file: DEDWD_Commercial_commonfiles DEDWD_UnderRailShops_commonfiles.dat BSC MEGA Props - DAE Vol01 v3 (SC4D LEX Legacy - BSC Common Dependencies) Alternatively from STEX DEDWD_UnderRailShops_cs1_props.dat DEDWD_UnderRailShops_buildings.dat Install/Un-install Copy/Extract the Deadwoods parent folder into your plugins. If you extracted the ~Documents folder into you plugins too, it's highly recommended to keep it, but move it out of the Plugins folder. To Un-Install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. - Tyberius06 Edit: complete update of the package, see details in change log - 21.07.2024
  17. BSC Raised Park Bridge Set

    Version 1.0

    13,489 Downloads

    This is the second set of lots in the BSC Raised Park series of lots. This bridge set of lots contain bridges crossing the major transit types (street, road, rail, one-way road, avenue and ground-level highway), bridge end pieces and a standalone set of steps on a plaza. These, combined with the Raised Park Base Set, allow you to build flexible raised parks. You can also use this set standalone for ped crossings. The lots (see readme) are modded to act as a combination of Flower Gardens and Plaza's, with the emphasis being on Landmark Effect (to boost commercial demand/growth). The lots will reduce some air pollution, but do use and pollute water. The bridge lots themselves are basically neutral. These lots, and the ones in the associated Rasied Park sets, are based on some ideas I got from Japan. In Shinjuku there are some parks raised above street level. This has the effect of removing much of the traffic noise from the park areas. Connecting these parks to each other and nearby buildings are pedestrian bridges to keep the pedestrian traffic flowing. Finally the Tokyo Government Office building has some amazing stonework at its base emulating some of the magnificent Japanese castles. These were combined into a common set of lots contained in this (and associated) lots. The readme file contains all the technical details of the lot and deployment advice. There is also a Raised Park thread in the BSC Teamroom forum. Thanks to Swamper77 for his help in getting the one-way bridge working propery, and to the entire BSC team for help in producing this series.
  18. Level: Advanced Please PM STomnibus if you have any questions about this article. This is a technical guide/tutorial on creating custom light props that actually light up in the game (at night). The tutorial assumes the following knowledge: Familiarity with iLive's Reader utility Understanding of the key SC filetypes, such as FSH and S3D files A strong understanding of TGI's and IID's There are two parts to this document, a technical overview of the components involved in in game and custom light props, followed by a mini tutorial on creating custom lights. Some of this stuff is fairly complex, and there are some areas where it's easy to make mistakes, so I'd advise doing this stuff carefully and take a few backups. I had many frustrating nights trying to get it right. Thanks to Karybdis, Pegasus and the BSC team for help with this. Background When looking at the props we wanted to add to the Amsterdam Centraal Station lot, I found some funky blue lightpoles in front of the real station and thought they'd be great for custom lights in the game. I know smoncrie had played around with this a bit and written a brief tutorial. Pegasus has also been playing with custom light models. In the end I was able to create the lights I wanted, but it was a long process. Lights and LightCones, A Technical Overview Before jumping headfirst into creating custom lights, we need to look at the technical aspects of the Maxis lights and lightcones. If you skip this section and go to the tutorial, you'll get yourself into strife, guaranteed. Files and Relationships The following points describe the files used by lghts and their relationships: To build a custom light you're concerned with two models, the lightpole which you would build in the BAT, and the light it "produces" (such as lightcone). You can refer to the supplied ones or copy the supplied ones and tweak to your liking. Each model (e.g. lightpole and lightcone) consists of two filetypes; the FSH filetype (Type = 0x7ab50e44) and S3D filetype (Type = 0x5ad0e817). These are normally in a 1:1 relationship, one FSH file per S3D, but some S3D files share a FSH file (such as the standard MAXIS lightcones). Each model will have either one (1) FSH/S3D file pair or twenty (20) FSH/S3D file pairs. The BAT will produce twenty (for each of zoom 1-5 and each direction combination). Some MAXIS models only have one pair of FSH/S3D files. This is usually where the model looks exactly the same in each direction and zoom level (such as the lightcones which are basically a spherical shape and look the same in each direction). Prop exemplars refer to the S3D file (either the single one if there is only one or the ****0000 IID one if there are twenty of them). This is done through the Resource Key Type 4 exemplar property. If this points to an invalid model, you will normally get the brown box. Each S3D file refers to a FSH file (or "texture") through its Material ID (under the Mats tab in the reader). If this points to an invalid texture, you will get a box in Red/Blue/Green. GID's and IID's For the lights to work in both day and night, all models (both the lightpole and lightcone) must use a GID of BADB57F1 (0xbadb57f1). If you don't for custom lights, you may see what you're expecting during the day but at night you'll either get the brown box or an unexpected model. Because you must use a GID of BADB57F1, and only the first four characters of the IID are used as a unique reference (the other four are used for zoom and rotation) you have to be really careful when allocating IID's. There seem to be great chunks not used by MAXIS (3***, 5***, 7***, b***, d*** and f*** based on a quick check of the simcity_*.dat files). I've been using 4DE*. The Standard MAXIS Lightcones MAXIS provide four lightcone models: 0x5ad0e817,0xbadb57f1,2cb70000 - a large cone approx. 13m high, radius at base of 4.5m 0x5ad0e817,0xbadb57f1,2cb80000 - a medium cone approx. 10m high, radius at base of 3.5m 0x5ad0e817,0xbadb57f1,09c6e584 - a smaller/flatter cone approx. 6m high, radius at base of 2.5m 0x5ad0e817,0xbadb57f1,29da0000 - a small globe of light as used with the $ lights These are shown below against a 10m x 10m grid. These S3D files refer to one of two textures (FSH files): 0x7ab50e44,0x1abe787d,09c6e584 - lightcone; used by 2cb70000, 2cb80000 and 09c6e584 0x7ab50e44,0x1abe787d,ea89e9ee - globe of light, used by 29da0000 Building Custom Lights There are three stages to creating custom lights; create your own lightcone models (optional, you can use the supplied ones), create your own lighpole models, and putting them together. Creating your own LightCone Models Theoretically it's possible to create your own complete lightcone model (i.e. create the S3D + FSH files) but it would be a lot of work. The simplest way is to use the existing MAXIS lightcone models and tweak the FSH file. You will need custom light models if you want different light colours (as Peg has done with his Peglites). Also if you are going to use multiple lightcones on a single light that will intersect, you might want to reduce the brightness of the light (otherwise you'll burn your eyes out looking at the intersection of the lightcones). You will need to copy both the MAXIS S3D and FSH files into your own .dat file (reader). You need the S3D file as it refers to the FSH file. You use the normal FiSHman and image editing tools to change the FSH file and upload it. You will need to ensure you set the GID of your custom files to BADB57F1, the IID's to something unique (within the BADB57F1 set) and that the Material ID points to your custom FSH file. Creating you own Lightpole Models This is just standard BAT work. Two things to remember: You should make your poles equivalent to the light model sizes (i.e. approx. 11-12m tall, approx. 8-9m tall or 6-7m tall). If you are going to have multiple lightcones hanging off a single pole, you will need to know the X,Y co-ordinates of the light sources (bulbs) in your model. Once you have exported the model from the BAT and created the model as a Prop in the Plugin Manager, you will need to go through every S3D file and FSH file in your .desc file and change the GID to BADB57F1 and the IID to a unique value (same unique value for all files). You will also need to go through the S3D files and set the Material ID to be the unique ID you have set for these files. This is a critical step and it must be done correctly. Putting it all Together The key to putting it all together is the prop exemplar file. There are two properties you must have: Nighttime State Change - 0x01 means "change to state 1" Resource Key Type 4 - this replaces the Resource Key Type 0/1 that is the default for single state/single model props. Resource Key Type 4xm is used to tie changing props to game activity (such as traffic lights). I've removed it and the props seem to function ok. The resource key type 4 contains a variable number of sets of values. Each set contains eight Uint32 values. Each set of values represents one model (such as lightpole or lightcone) and state (daytime = 0, nighttime = 1) combination. For example a light with three lightcones would have five sets of values (i.e. fourty all up): SET1 - reps 1 - 8 - nighttime model for lightpole SET2 - reps 9 - 16 - nighttime model for lightcone #1 SET3 - reps 17 - 24 - nighttime model for lightcone #2 SET4 - reps 25 - 32 - nighttime model for lightcone #3 SET5 - reps 33 - 40 - daytime model for lightpole An example of this is shown below: Each set of eight values contains: the first REP is day (0) or night (1), although I think the values can be different things, because there is the Nighttime State Change property that say's "at night time use state A" (where A is normally "1" corresponding to the value of the first rep). the second, third and fourth reps are the X,Z,Y represent the offset from the centre of the prop. the fifth rep will be either: 0x27812820 if there is a single S3D file for the prop/lightcone etc. which corresponds to Resource Key Type 0, or 0x27812821 if there are 20 S3D files (for combinations of N/S/E/W at zoom 1 - 5) which corresponds to Resource Key Type 1. [*]the sixth, seventh and eigth reps are the T,G and I values for the prop/lightcone. To work out the X,Z and Y values, you need to convert from Hex to Decimal and then divide the number by 16^4 (i.e. 65536). For example, the $StreetlightDiagonalAVE_2CC1 uses two lighcones (5ad0e817,badb57f1,2cb70000) with the following dimensions: From what I've seen the Z value refers to the height of the cone base above the ground. So my example above using the custom lightcone of 4DE00000 has the following X,Z,Y values for the lightcones (rep #2, #3 and #4): #2 .63m, -1.5m, 1.12m #3 .63m, -1.5m, -1.12m #4 -1.3m, -1.5m, 0m Here are three lights I created for the Amsterdam Centraal Station lot (day and night views). There are actually three light cones per light pole. That's pretty much it. If you have any questions, PM deadwoods or email at st_deadwoods@optusnet.com.au. If you have any further questions about this article, please PM STomnibus.
  19. get the NAM

    The nail's been hit on the head above; SC4 died 'cos it wasn't making enough money for EA. Anyone who thinks otherwise hasn't worked for a software company. If a product's not making it's revenue budget, the development team gets cut and the product slowly dies on the shelf. It happens all the time. Would there have been an EP3? Highly unlikely; only the folks who had the original would shell out for it and it would unlikely pull a larger consumer base. Given that The Sims was going gang-busters at the time the revenue stream from SC4 and thus the driver for continued development was very limited. I doubt (almost) anyone knows what conversations were had in the halls and conference rooms at EA, but it's not hard to figure it out (EA is a profit-making business after all). I think we've all played vanilla SC4, then SC4+RH and moved on to the current SC4RH+NAM+CAM+Gig's of custom content. I recall playing SC4 (not having played the predecessors) and loving it. Then RushHour came out and it got even better. After a spell away from the game I came back last year to find the leaps forward the community had made. I'm loving playing the game now; it's brilliant. So, "to each his own". It's like the old custom content and dependencies argument, if you don't like it don't download it, but don't slag off at those who do.
  20. So what you do think?

    It's a while since I've been active here and can't recall what the last version of the STEX I used was. So the following comment may not relate to this latest upgrade.... I've noticed that we used to have two pictures for an upload, and the left (or first) one became the thumbnail view which you clicked on to see the download details. The thunbnail used to be the top (182 px from memory) of the left image. The new thumbnails seem to just take the middle 250x250 chunk of the left picture. In my case I used to put the lot picture on the top left, but often show custom queries in the lower left portion... The option to select either the middle or top, and which of the images would be nice. I can't see myself going through and updating 99 files.
  21. BAT Lot Development 101 ~ A Compendium of Information ~ This thread summarises the steps involved in building a BAT Lot, everything from designing and building a lot in the BAT (gmax) to publishing the lot on the Simtropolis Exchange (STEX). It provides a lot of useful information and links to many threads in the Simtropolis Forums. This thread began life as a simple checklist of steps and considerations ( Building quality (BAT) Lots - Some Guidelines ), but grew into a much larger discussion thread. It was moved into the BSC Forum as a means to help the generation of quality BAT Lots. The original thread ended up containing a lot of argument over a specific aspect of lot building, which detracted from the thread. As I was often updating it, the original thread structure made it too hard to edit. This current thread was built from the key information in that old thread, but with a different structure. I want to stress that the information here is not meant to be a set of rules on what you must do. Rather it's a collection of hints, tips, considerations and summaries to help the lot development process. Thread Structure (Index) This document contains sections based on the steps in getting a lot from the BAT to the STEX. These sections summarise the actions/activities/considerations etc. for each step. There are also some Appendices at the end that provide more detailed information. The structure of the document is: Introduction Index General Information Where to start? How to go about it? Thanks, Comments and Additions BAT -> STEX Steps 1. Preparation . Things to consider/gather before you start development. a. Planning . b. Research . c. Standards to be used . 2. BAT Development . Developing the building and props in gmax/BAT. a. Model building . b. Apply lighting to building . c. Apply textures to building . d. Export building . e. Model/light/texture/export props . 3. BAT Configuration . Configuring exemplars in the Plugin Manager. a. Considerations for ploppables . b. Considerations for growables . c. Considerations for props . 4. Lot Development . Building the Lot in the Lot Editor. a. Creating custom textures . b. Use of the Lot Editor . 5. BAT/Lot Advanced Configuration and Customisation . Adding the bells and whistles. a. Add custom attributes . b. Menu placement . c. Custom queries . d. Transit/Network enabling . e. Adding custom streetlights . 6. Testing the Lot . Testing the lot before shipping. a. Testing a ploppable lot . b. Testing a growable lot . 7. Packaging and Shipping the Lot . Putting it all together to publish. a. Package PROPS . b. Package TEXTURES . c. Create a README . d. Create jpg(s) of lot . e. Package lot files . f. Test packaging . g. Upload to STEX . Appendices - more technical/reference information A. General information and Planning B. BAT/gmax hints, tips and advanced information C. Plugin Manager use and Building characteristics D. Lot Editor use and Lot development. E. Modding F. Testing, Packaging and Publishing General Information There is a wealth of information splattered across the Simtropolis Omnibus and Forums. The best forums to search for information are under the Custom Content Forums: BAT - Bat Squad Certification Tea Room containing a lot of good technical discussion on all aspects of BAT Lot development, such as standards. BAT - Open Discussion where the BATters showcase their work. Great for ideas. BAT - Workshop where the BAT/gmax experts hang out. If you have a question on how to do something in gmax/BAT this is the place to go. Modding - Open Discussion is a great forum if you want to find out how to modify a building/lot to do something. There's a fair chance it's been done before. Modding - Research & Development where the more out there modding is discussed. It also contains many posts containing tables/lists of information you can use for modding. Lot Making, Map Making & Exchange for all matters relating to lot development. It covers everything from how to's to here's what I've done. The best place to study end-to-end BAT building is philippbo's comprehensive Essential BAT Tutorial in the Omnibus. It walks through creating a building in the BAT, configuring it in the plugin manager, creating a lot for it and testing it in the game. It's a great place to start understanding the process before diving into the nuts'n'bolts of gmax or modding. There are some other end-to-end tutorials, such as The SC4 B.A.T. Preview and Thoughts on the B.A.T. . Vlakhaas, the BAT Squad Certification Co-ordinator, has posted some general hints/considerations on the BSC Project ... LE and Props thread. ~ back to index | top of section | next section ~ Where to start? How to go about it? OK, so you want to create a great BAT Lot, but you don't know where to start... This entire thread is designed to be a bit of a follow the dots document (see the structure of the Index ). The basic BAT lot development steps are: Build your building model in gmax Export it to SC-graphic format using the BAT gamepack Set the building attributes (name, cost, jobs etc.) in the Plugin Manager Build a lot featuring the building in the Lot Editor Perhaps add some custom features to the lot (transit enable, custom query) using the custom development tools available on ST Test, package and publish the lot to the SimTropolis Exchange (STEX). This is not the complete set of steps, just the basic (neccessary) ones. See the rest of this document for more details. There are two basic approaches to applying a BAT model to a lot; Create the main building model in gmax/BAT. In the plugin manager define the building as the appropriate building type and accept/change the settings for that type of building. In the lot editor pick an equivalent lot and replace the building with your building. This is the standard way of building a BAT lot. Create the main building model in gmax/BAT. In the plugin manager define the building as a prop and accept/change the prop settings. In the Lot Editor use either one of the hidden building lots (such as the parks and plaza's) or RalphaelNinja's Blank RCI Lot set as a base and add the building as a prop. To set the building parameters for the lot (e.g. cost, name) using one of the mod tools, such as iLive's reader. This is the method I usually use. Either approach should work equally well. However the first method will look more realistic when bulldozing, by default you will get all the right settings from the plugin manager (e.g. lighting on, preview of building), and generally you can get a functioning lot without using any non-Maxis tools. This is probably the safest option for first-time BATters. With the second option you have to ensure you set the building/lot parameters using a mod tool, but I've found it to be more flexible for creating multiple lots with the same/similar parameters as they're all carried/contained in the lot definition (.sc4lot file) rahter than in the building description file (.sc4desc). Also, there is an intermittent problem with some lots when a building is replaced, but the original building exemplar file stays in the lot file, so in the game you see the original building not your new one. ~ back to index | top of section | next section ~ Thanks, Comments and Additions Thanks to everyone who's commented on this thread. I hope it helps SimTropoleans become more proficient at all aspects of BAT Lotting, and helps produce more quality lots. I'd especially like to thank: - Cerulean for contributing some stuff, - Vlakhaas and the BSC folks for the work they're doing, - Philippbo, Caliban and others for the BAT/gmax assistance and tutorials, - All the MOD squad folks for the info they've published on modding, - Daeley for his excellent custom query tutorial, and - all other ST contributors that have added good technical info to the ST forums This is a work-in-progress, so please post any comments or PM me with suggestions. If you have material that is relevant, or you've found some great posts, send them to me and I'll review them and probably add them. I'll be sporadically updating the thread as I come across other useful info. Deadwoods - May 04. Thank you. ~ back to index | top of section | next section ~
  22. I'm surprised this thread has re-appeared. It disappeared during one of the ST upgrades over the years. I'll have to go through it in detail at some stage, I understand the links have been lost over the various ST iterations. I expect some of the content would be out date after six years. I know BarbyW updated the content for her "Guide to the creation of custom content for sharing with the community" thread at SC4D. The thread wasn't really designed for specific "how do I do this", "this isn't working" or "where do I find this" type queries. There are heaps of other threads here and at SC4D covering these types of queries.
  23. Pedestrian mall connection to road?

    Yes. That's what I've done with the Bike Paths set on SC4D (and an upcoming BSC Parks plaza set).
  24. BSC Parks Amphitheatre Set

    Version 1.0

    14,532 Downloads

    After I created the Raised Park series, I had a request for the Amphitheatres to be made into normal parks. This set contains the two amphitheatres; the 90degree one on a 3x3 lot and the 180degree one on a 3x6 lot. Like the Raised Park ones, these feature two models (each) that change as the game clock changes. During the day the Amphitheatres are largely empty, but of an evening they fill with people and performers appear on the stage. These two parks have been made BSC-Park compliant. This means that they use the same base texture as the rest of the BSC Park series and have alignment arrows to help you lay out the parks. You will need the BSC Parks Base Set (see dependencies below) for this texture. However you can change this common texture by choosing one of the textures in the BSC Park Textures Set. These lots also feature a custom query. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains. Lot Specs Lot size: 3 x 3 tiles 3 x 6 tiles Plop cost: § 250 § 375 Bulldoze cost: § 100 § 150 Occupant Groups: Building: Civic,Building: Park,BTE : Parks,BTE : DW Lot Counter Power consumption: 0 MWh/month 0 MWh/month Water consumption: 0 Gallons/month 0 Gallons/month Air pollution: -5 over 10 tiles -7 over 10 tiles Water pollution: 0 over 0 tiles 0 over 0 tiles Garbage pollution: 0 over 0 tiles 0 over 0 tiles Demand created: None None Demand satisfied: R-$ : 3000,R-$$ : 2000,R-$$$ : 1000,Jobs CO-$$ : 500,Jobs CO-$$$ : 250 R-$ : 3000,R-$$ : 2000,R-$$$ : 1000,Jobs CO-$$ : 500,Jobs CO-$$$ : 250 Landmark effect: 20 over 15 tiles 32 over 15 tiles Park effect: 40 over 65 tiles 60 over 30 tiles Monthly costs: § 15 (maint) § 24 (maint) Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. You should have the following two files for all BSC lots: Base / Overlay textures: BSC Texture MEGA Pack, and Essentials : BSC Essentials Files These can be download
  25. DEDWD Hedge Maze Park

    Version 1.01

    6,995 Downloads

    Mazes formed from tangled living hedges have been a feature of gardens and parks for at least six hundred years. The first hedge mazes were probably planted during the late mediaeval period, but ironically, the first positive evidence for a hedge maze is the record of the destruction of an example in Paris during 1431. The designs of these early garden mazes were often simple adaptations of the widespread single-path labyrinth designs laid during the 12th to 14th centuries in the floors of churches and cathedrals, primarily in France and Italy. This maze is on a 6x6 lot. It features a number of beautifully manicured hidden gardens to be traversed before reaching the centre of the maze; the gazebo. There are multiple entrances to the maze and two or three ways into the gazebo. But there are many false turns and dead ends to waste time in. The lot behaves like a large park with significant Landmark and Park effects. It also reduces air pollution around it. The effects are basically 2-3 times the 3x3 park, at three times the cost. See the readme for all settings. This lot only uses Maxis and custom props that are in pre-existing prop files. I didn't create any new props or buildings for it. I'd like to thank Simgoober, Dolphin66, SWI21, Couchpotato for the props and BarbyW for her inspirational parks. Please see the readme for list of dependencies. If you don't like dependencies, don't download this lot. These lots are BSC Tracking Enabled (BTE) which means they may contribute to Reward Chains.
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